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研究生:周冠宇
研究生(外文):CHOU, KUAN-YU
論文名稱:滾動視差應用於模組化網頁創作研究—以桌上遊戲說明書為例
論文名稱(外文):Parallax Scrolling Application in Website development platform Creation by Taking the Boardgames Rulebook for Example.
指導教授:林昱萱
指導教授(外文):LIN, YU-HSUAN
口試委員:許子凡傅銘傳林昱萱
口試委員(外文):HSU, TZU-FANFU, MING-CHUANLIN, YU-HSUAN
口試日期:2024-05-30
學位類別:碩士
校院名稱:國立臺灣藝術大學
系所名稱:視覺傳達設計學系
學門:設計學門
學類:視覺傳達設計學類
論文種類:學術論文
論文出版年:2024
畢業學年度:112
語文別:中文
論文頁數:139
中文關鍵詞:滾動視差桌上遊戲說明書網站設計
外文關鍵詞:scrolling parallaxboard gamesinstructionswebsite design
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桌上遊戲在近年來已成為家喻戶曉的名詞,每一款遊戲都用上了各式各樣的機制與配件,進而打造出獨一無二的玩家體驗。而每一款遊戲的特別之處則完全仰賴著遊戲規則的正確運行,規則確保了在這一個遊戲中世界的運行法則,讓一切的選擇合乎邏輯也有其意義,更賦予了這些世界一個鮮明的、立體的模樣,也就是說遊戲規則才是桌上遊戲的核心。然而承載著將遊戲規則傳達給人們的媒介,卻沒有辦法很好的達成目的,原因無他,這些規則為了架構出完整不會出錯的世界,勢必運用完善且細緻的文字進行敘述,如果是個簡單的世界,也許會碰到的意外狀況也相對少;但如果這個世界稍微宏大了一點,人們對於學習事物的疲憊感會變得十分容易席捲而來,也因此許多有趣的桌上遊戲便失去了為人所知的機會。
  本創作研究為改善這一現況,透過文獻分析吸引人的要點,以及說明書這類自主學習類型的題材又該如何提高資訊吸收效能,最終選擇使用網頁並以滾動視差的技術執行,期望藉由網頁中的動態效果提高使用者融入遊戲情境、規則理解程度等幫助進入遊戲的前期準備。並於創作完成後使用問卷收集回饋,並將之做出歸納與分析,確認動態效果能確實提升使用者融入遊戲情境的體驗,從而增加對於說明書內容的資訊吸收效度。然本創作研究僅基於電腦網頁進行創作,為應對現代行動裝置的普及,建議將本創作研究之概念延伸至行動裝置上,後續類似研究方向可以此為參考方向。

Board games have become a household name in recent years. Each game uses a variety of mechanisms and accessories to create a unique player experience. The special features of each game completely rely on the correct operation of the game rules. The rules ensure the operating rules of the world in this game, making all choices logical and meaningful, and giving these worlds a distinctive model, which means that the rules of the game are the core of board games. However, the medium that conveys the rules of the game to people cannot achieve its purpose very well. There is no other reason. In order to build a complete and error-free world, these rules must be described in perfect and detailed words. If it is a simple In the world, there may be relatively few unexpected situations; but if the world is a little grander, people's fatigue from learning things will become very easy to come, and therefore many interesting board games will lose the opportunities to be known.
In order to improve this situation, this creative research analyzed the attractive points and how to improve the information absorption efficiency of self-learning topics such as descriptions. Finally, I chose to use web pages and implement them with scrolling parallax technology, hoping to use The dynamic effects in the web page improve the user's integration into the game situation and understanding of the rules, etc. to help prepare for the game. After the creation was completed, a questionnaire was used to collect feedback, and the feedback was summarized and analyzed to confirm that the dynamic effect can indeed improve the user's experience of integrating into the game situation, thereby increasing the validity of the information absorption of the manual content. However, this creative research is only based on computer web pages. In order to cope with the popularity of modern mobile devices, it is recommended to extend the concept of this creative research to mobile devices. This can be used as a reference direction for subsequent similar research directions.

謝誌 i
摘要 iii
Abstract iv
目錄 vi
表目錄 ix
圖目錄 x
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 5
第三節 研究架構 6
第二章 文獻探討 7
第一節 桌上遊戲的發展與應用 7
一、 桌上遊戲之發展 7
二、 桌上遊戲之現況 11
第二節 說明書 21
第三節 網頁圖像呈現形式 25
一、 網頁靜態圖像呈現形式 25
二、 網頁動態特效呈現形式 28
三、 滾動視差 38
第四節 使用者經驗與評估 41
一、 使用者經驗 41
二、 使用者經驗評估方式 44
第五節 模組化設計 47
小結 48
第三章 案例分析與創作範圍 50
第一節 現行桌上遊戲案例分析 50
第二節 創作研究範圍與流程 58
一、 網頁原型製作 58
二、 SUS易用性測試 58
第四章 設計創作 60
第一節 設計創作理念 60
第二節 設計創作內容與形式 64
一、 創作流程 64
二、 創作聯合展覽 65
第三節 設計創作作品分析 73
一、 確立創作方向 73
二、 設計規劃與創作草圖 73
三、 精稿繪製 85
第四節 設計創作個展 91
一、 展覽主視覺 92
二、 展覽設計理念 94
三、 色彩計畫 94
四、 角色設計說明 95
五、 滾動視差效果說明 96
六、 展場空間規劃與展覽形式 96
七、 展覽實際呈現 98
第五節 設計創作問卷調查與分析 109
一、 設計創作問卷內容 109
二、 設計創作問卷結果分析 109
第五章 結論與建議 122
第一節 創作研究結論 122
第二節 創作研究建議 123
參考文獻 125
一、 中文文獻 125
二、 英文文獻 128
三、 韓文文獻 135
四、 網路資料 135
附錄 136

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三、韓文文獻
Lee, S. M., & Ko, H. Y. (2016). A Study of User Experience from Parallax Scrolling Use on the Web Interface. Journal of Korea Multimedia Society, 19(2), 512-519.

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